/*
 * Copyright (c) Meta Platforms, Inc. and affiliates.
 * All rights reserved.
 *
 * Licensed under the Oculus SDK License Agreement (the "License");
 * you may not use the Oculus SDK except in compliance with the License,
 * which is provided at the time of installation or download, or which
 * otherwise accompanies this software in either electronic or hard copy form.
 *
 * You may obtain a copy of the License at
 *
 * https://developer.oculus.com/licenses/oculussdk/
 *
 * Unless required by applicable law or agreed to in writing, the Oculus SDK
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */


using UnityEngine;

namespace OVRTouchSample
{
    public enum HandPoseId
    {
        Default,
        Generic,
        PingPongBall,
        Controller
    }

	// Stores pose-specific data such as the animation id and allowing gestures.
    public class HandPose : MonoBehaviour
    {
        [SerializeField]
        private bool m_allowPointing = false;
        [SerializeField]
        private bool m_allowThumbsUp = false;
        [SerializeField]
        private HandPoseId m_poseId = HandPoseId.Default;

        public bool AllowPointing
        {
            get { return m_allowPointing; }
        }

        public bool AllowThumbsUp
        {
            get { return m_allowThumbsUp; }
        }

        public HandPoseId PoseId
        {
            get { return m_poseId; }
        }
    }
}
